Which loading times hurt a group game, the average one or the slowest one?
In a group match everybody waits for the last person, so a good average loading time can still mean long waits. This entry shows the figures that describe what a group actually experiences and how to spot matches held up by one player.
Why this works
A group can only start when the last person is ready, so what the group lives through is the slowest wait, and the average describes nobody. Comparing that wait with the typical player shows whether everyone is slow or one person drags the rest.
When not to use it
Skip it for single-player games, and for games where people join a running match later, since nobody waits for anyone there. If everyone is slow alike, the held-up share stays low while the wait is long. Then make the loading itself faster instead of hunting for one culprit.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 38 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Which loading times hurt a group game, the average one or the slowest one?" (read_entry who-makes-the-group-wait-at-the-loading-screen) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP